Spatial Game Analytics

Author:

Drachen Anders,Schubert Matthias

Publisher

Springer London

Reference9 articles.

1. Dankoff, J. (2011, September 12). Game telemetry with playtest DNA on assassin’s creed. The engine room. URL: http://engineroom.ubi.com/game-telemetry-with-playtest-dna-on-assassins-creed/

2. Demers, N. (2008). Fundamentals of geographical information systems. URL: http://www.­amazon.com/Fundamentals-Geographical-Information-Systems-Michael/dp/0470129069

3. Drachen, A., & Canossa, A. (2011). Evaluating motion: Spatial user behaviour in virtual environments. URL: http://andersdrachen.files.wordpress.com/2011/01/05_drachen_ijart.pdf

4. Hoobler, N., Humphreys, G., & Agrawala, M. (2004). Visualizing competitive behaviors in multiuser virtual environments. URL: http://www.cs.virginia.edu/∼gfx/pubs/lithium/

5. Houghton, S. (2011). Balance and flow maps. URL: http://altdevblogaday.com/2011/06/01/balance-and-flow-maps-2/

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1. Affective Game Computing: A Survey;Proceedings of the IEEE;2023-10

2. Mining Player Behavior Patterns from Domain-Based Spatial Abstraction in Games;2023 IEEE Conference on Games (CoG);2023-08-21

3. Understanding Players and Play Through Game Analytics;Studies in Big Data;2023

4. Prov-Replay: A Qualitative Analysis Framework for Gameplay Sessions Using Provenance and Replay;Entertainment Computing – ICEC 2023;2023

5. VisuaLeague: Visual Analytics of Multiple Games;2021 25th International Conference Information Visualisation (IV);2021-07

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